Best TH10 anti-ground base designs for 2026. Single-mode Infernos kill GoHo heroes, Giant Bomb clusters stop Hog Riders, and Skeleton Traps punish Witch Slap armies in Clan Wars.
TH10 ground attacks evolve beyond TH9. GoHo becomes more sophisticated with a full Archer Queen Walk setup, and Witch Slap (Witches + Golems + heroes) appears as a new ground threat. An anti-ground base at TH10 needs single-mode Infernos to shred high-HP heroes, Giant Bomb clusters on Hog corridors, and multi-target splash to handle Witch Skeleton spam.
Both Infernos on single mode create the most lethal possible environment for the Archer Queen Walk that powers GoHo at TH10. A Queen Walk attacker deploys four Healers behind the Archer Queen to sustain her. Single-mode Infernos lock onto the Queen directly and apply ramping damage faster than four Healers can repair it. Forcing the attacker to burn Rage Spells on the Queen Walk before the main GoHo push begins significantly reduces the attack's effectiveness against the Town Hall.
At TH10, Hog Riders are stronger and more numerous than at TH9. Four double Giant Bomb sets placed on the four primary Hog approach corridors create overlapping kill zones. Add a Seeking Air Mine cluster near the Dark Elixir Storage as a secondary trap -- Seeking Air Mines technically target air troops but the explosion radius catches nearby Hogs during their jump animation, dealing bonus damage. Mortar splash on Hog clusters before Giant Bombs trigger softens the stack further.
Witch Slap armies use Witches to generate Skeleton swarms that overwhelm defenses through sheer numbers. Set Skeleton Traps to ground mode positioned in the corridors Witches and Golems advance through. Skeleton Trap skeletons engage incoming Skeletons from enemy Witches, causing mutual destruction that reduces the total Skeleton count threatening your defenses. Mortars with splash damage cover both enemy Skeleton swarms and your own Skeleton Trap engagement zones.
Find anti-ground TH10 layouts at our TH10 war base collection.
What are the main ground attacks at TH10?
GoHo (with full Archer Queen Walk setup), Witch Slap (Witches plus Golems plus heroes), and ZapLaLoon which has a ground component via Hog Riders on the side.
Why are single-mode Infernos the best counter to TH10 ground attacks?
Single mode shreds the Archer Queen during her Walk before she strips defenses, and kills high-HP Golems faster than multi mode. It is optimal against every high-HP ground unit at TH10.
How do Skeleton Traps help against Witch Slap at TH10?
Skeleton Traps on ground mode deploy skeletons that engage enemy Witch Skeletons, causing mutual destruction that reduces the total Skeleton count overwhelming your defenses.
Where should I place Spring Traps in a TH10 anti-ground base?
At wall gap chokepoints on Hog Rider corridors, supplementing Giant Bomb clusters. Spring Traps launching Hogs out of their approach path break up the formation and reduce the damage they deal to your defenses.
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